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DungeonRooms: Added a height probability distribution function.

This commit is contained in:
Mattes D 2014-08-27 13:25:27 +03:00
parent c6beb9760b
commit 62e1c45ca5
3 changed files with 19 additions and 9 deletions

View File

@ -346,10 +346,11 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
}
else if (NoCaseCompare(*itr, "DungeonRooms") == 0)
{
int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48);
int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7);
int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5);
m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize));
int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48);
int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7);
int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5);
AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1");
m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib));
}
else if (NoCaseCompare(*itr, "Ice") == 0)
{

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@ -230,12 +230,16 @@ protected:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cDungeonRoomsFinisher:
cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize) :
cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) :
super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024),
m_HeightGen(a_HeightGen),
m_MaxHalfSize((a_MaxSize + 1) / 2),
m_MinHalfSize((a_MinSize + 1) / 2)
m_MinHalfSize((a_MinSize + 1) / 2),
m_HeightProbability(cChunkDef::Height)
{
// Initialize the height probability distribution:
m_HeightProbability.SetDefString(a_HeightDistrib);
// Normalize the min and max size:
if (m_MinHalfSize > m_MaxHalfSize)
{
@ -264,7 +268,7 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int
cChunkDef::HeightMap HeightMap;
m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ}
Height = 10 + (rnd % std::max(1, (Height - 14)));
Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5);
// Create the dungeon room descriptor:
return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise));

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@ -10,6 +10,7 @@
#pragma once
#include "GridStructGen.h"
#include "../ProbabDistrib.h"
@ -23,8 +24,9 @@ class cDungeonRoomsFinisher :
public:
/** Creates a new dungeon room finisher.
a_HeightGen is the underlying height generator, so that the rooms can always be placed under the terrain.
a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across. */
cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize);
a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across.
a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */
cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
protected:
@ -37,6 +39,9 @@ protected:
/** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */
int m_MinHalfSize;
/** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this range. */
cProbabDistrib m_HeightProbability;
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;